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arkangel111
2014-12-03, 04:29 PM
So, I hear it all the time, and I agree. the monk is not OP, nor is any other of the common classes. But when I sit down at the table and I see everyone else running their character's and bragging about all the damage they can do and such it just frustrates me that my arcanist is not contributing to the combat. even If i go first, colorspray is rarely a good option in round 1, and damage in the early levels is not really viable either. So I find myself either delaying my turn, and hoping the enemy groups up, or casting a spell that ultimately is just a waste of a spell slot. Usually by the time its my turn again the enemy is all but eliminated and its just some mopping up left.
I should mention that I am only level 2, But as a T1 I feel like the dead weight in the party. So if there is a way to build in the early levels to maintain the T1 status I would like some help with that. But if, as I suspect its just that I am not yet T1, when then does T1's become T1? I really just wanna break out hulk style and show them that they are wrong, but I don't see how to do this.

Oh and its society, so that could affect something, maybe.

(Un)Inspired
2014-12-03, 04:34 PM
I think your best move is to attempt to eliminate envy from your heart. The game of one-upsmanship is not a road to lasting satisfaction.

These people you play with, they are your teammates; ideally, they are even your friends. One must learn to be content with ones own life rather than the exploits of others.

Abd al-Azrad
2014-12-03, 04:52 PM
One of your greatest assets is that fools often underestimate your power until it is too late.

I would recommend you spend most of your early career (levels 1-5) hiding behind and buffing your allies with Enlarge Person, throwing light battlefield control (Web and Glitterdust once you hit 2nd level spells, Obscuring Mist and Grease for now) if an enemy comes near you. T1s don't dominate every fight, nor should they try. Their power lies in being able to come through during critical moments, with a solution that no other PC could hope to provide.

During slug-fests, let your sluggers do their slugging and enjoy it. You are needed for things like flying the team over a chasm, or trapping a squad of enemies in a Stinking Cloud, or any of a thousand solutions that only magic can provide.

arkangel111
2014-12-03, 04:55 PM
thats a little too deep thinking for a game. It's society first off, so other then 2-3 people I rarely end up in the same group and don't really envy any of them either way. I can make a level 1 monk and play it next week without any problems. I don't want to. I just wanna contribute to the party with the character I have. My problem , really, is that I am playing a T1 class and feel like I am actually playing a T6. I don't tip the scales in the party's favor, I don't do damage, I just waste my turn. The few times I have got Charm person to work, It only really gave me a minion to attack with, in fact I think everytime it got me a monk. If I wanted to play a monk I would make one, I want to play an arcanist or cleric, to rewrite the laws of the universe. To be the keystone everyone needs in their party, even if they don't know or recognize it. At the end of the session I want to feel like I contributed. Now I know society has it's issues, but I should still feel like I did something.

Abd al-Azrad
2014-12-03, 05:03 PM
Why isn't Color Spray working for you? It's a pretty overwhelming power at second level. Multiple target, Will save-or-lose.

T1 arcane casters should never focus on damage alone. That's what your goon squad is for. Your contribution to a battle is about swinging the odds in your party's favour. If you know you can kill someone with a damaging effect, go for it (-1 enemy is a huge debuff to the enemy team). But in general, focus on surefire wins, like buffs for your team, BFC, or area debuffs. Area debuffs are good because, even if most enemies resist them, a few often fail their saves - and again, each one that drops is someone not killing your party.

Psyren
2014-12-04, 04:45 AM
There's no reason to "wait on enemies to group up." Just because color spray is a cone doesn't mean you have to save it until you can hit more than one guy. Taking one target out of a combat is helpful too.

Since you're at such low levels, Daze is a decent attack too.

prufock
2014-12-04, 08:13 AM
While I agree with the other posts here - concentrate on debuffing, buffing, and battlefield control (grease, web, enlarge person, sleep, colour spray) - there are ways to deal killing blows as a wizard at level 2. Of course there are! You're a freaking wizard!

Fell Drain feat
Metamagic School Focus: Evocation (must be an evocation specialist wizard)
Sonic Snap spell (cantrip)

Applying Fell Drain to Sonic Snap is a level 1 spell for you. No save, no attack roll. Target takes -1 level. If it loses its last level or hit die, it dies.

Of course, if your build is set (I get the impression you can change things, since it's a society group), you'll have to wait until level 3 to pick up a new feat and some spells. At that point, you can grab Fell Drain to combo with Sonic Snap with no need for MM School Focus, since you'll have 2nd level slots.

Second level spells come with goodies too. If you want to deal damage, one of my personal favourites is Scorching Ray, 4d6 ranged touch attack.

Snowbluff
2014-12-04, 08:27 AM
I think your best move is to attempt to eliminate envy from your heart. The game of one-upsmanship is not a road to lasting satisfaction.

These people you play with, they are your teammates; ideally, they are even your friends. One must learn to be content with ones own life rather than the exploits of others.
This isn't personal. That's a monk. That makes any action JUSTICE.

Psyren
2014-12-04, 08:46 AM
While I agree with the other posts here - concentrate on debuffing, buffing, and battlefield control (grease, web, enlarge person, sleep, colour spray) - there are ways to deal killing blows as a wizard at level 2. Of course there are! You're a freaking wizard!

Fell Drain feat
Metamagic School Focus: Evocation (must be an evocation specialist wizard)
Sonic Snap spell (cantrip)

Applying Fell Drain to Sonic Snap is a level 1 spell for you. No save, no attack roll. Target takes -1 level. If it loses its last level or hit die, it dies.

Of course, if your build is set (I get the impression you can change things, since it's a society group), you'll have to wait until level 3 to pick up a new feat and some spells. At that point, you can grab Fell Drain to combo with Sonic Snap with no need for MM School Focus, since you'll have 2nd level slots.

You appear not only to have missed the Pathfinder tag on the thread, but the OP further clarifying that this is for PFS. :smalltongue:



Second level spells come with goodies too. If you want to deal damage, one of my personal favourites is Scorching Ray, 4d6 ranged touch attack.

This won't come online until 4th unfortunately.

the clumsy bard
2014-12-04, 08:52 AM
What is your build?

I mean I can suggest things out the wazoo, but if I know what spells you already have, feats you already have etc...

It will greatly help myself and others suggest things to help.

Sadly being PFS you can't exactly swap out feats etc by just talking to the GM, which is why I am asking what you have to work with.

Kurald Galain
2014-12-04, 08:55 AM
Scorching Ray, 4d6 ranged touch attack.

Considering an unoptimized barbarian deals 1d12+9 (avg 15.5) at level 1, I don't think that doing 4d6 (avg 14) to one target is particularly worth a spell slot, though.

Psyren
2014-12-04, 09:03 AM
Considering an unoptimized barbarian deals 1d12+9 (avg 15.5) at level 1, I don't think that doing 4d6 (avg 14) to one target is particularly worth a spell slot, though.

These are apples and oranges though. The barbarian isn't using a touch attack at 30ft. that ignores DR in your scenario; furthermore, you appear to be assuming a starting Strength of 20, plus rage to get to 24, which cannot charitably be called "unoptimized."

Kurald Galain
2014-12-04, 10:17 AM
These are apples and oranges though. The barbarian isn't using a touch attack at 30ft. that ignores DR in your scenario; furthermore, you appear to be assuming a starting Strength of 20, plus rage to get to 24, which cannot charitably be called "unoptimized."

18 str, 22 when raging gives +6 damage, times 1.5 for a two-handed weapon equals 1d12+9. That doesn't even include Power Attack, just selecting the biggest weapon from the PHB.

The point is, a blaster caster should be doing area effect damage. At caster level 4, Burning Hands also does comparable damage to a sword blow, but at least it can hit two or three enemies, making it a better pick than Scorching Ray most of the time. It turns out that quite a few of the low-level damage spells are fairly underwhelming.

Psyren
2014-12-04, 10:46 AM
18 str, 22 when raging gives +6 damage, times 1.5 for a two-handed weapon equals 1d12+9. That doesn't even include Power Attack, just selecting the biggest weapon from the PHB.

Right, that's my point - starting with 18 in your primary stat and using a weapon type that best capitalizes on that score isn't "unoptimized."



The point is, a blaster caster should be doing area effect damage. At caster level 4, Burning Hands also does comparable damage to a sword blow, but at least it can hit two or three enemies, making it a better pick than Scorching Ray most of the time. It turns out that quite a few of the low-level damage spells are fairly underwhelming.

This has disadvantages too though. A 15ft. cone is dangerously short-range, particularly at these levels - and while it's an area attack, it's also reflex half.

In conclusion, it's not as cut-and-dry as you're making it sound - there are reasons to go with either of them. And since Scorching Ray scales much better, you won't have to worry about wasting one of your free spells on it for only a little - it stays relevant all the way through PFs.

Snowbluff
2014-12-04, 10:56 AM
I'd say Snowball is a better spell to have in PF. 1 level lower, no SR, a rider effect, and it scales more evenly with Intensify spell. It's effectiveness has become memetic at my PF table. Scorching Ray is good if you have a large damage bonus per hit available, like DSP Bladecaster's stance.

Kurald Galain
2014-12-04, 11:37 AM
I'd say Snowball is a better spell to have in PF.

Seconded.

I'd also take Flurry of Snowballs over Scorching Ray - same range and damage, but one is single-target with SR and the other is a cone with no SR.

Kristinn
2014-12-04, 12:46 PM
I don't think you should use damage spells if it can be avoided, they are usually a waste, as the only thing your teammates are good (or acceptable) at, is doing damage. They are nice to have later in the fight, if you need some guaranteed damage to eliminate a target close to death that would otherwise have done critical damage to your team.

At lvl. 1-2 you should have almost all your slots filled with Sleep and Enlarge Person. Almost without exception. Start of every fight, hit the largest group of enemies possible with Sleep, and odds are for the rest of the fight they will fight without 4 Hit Die of their force due to the way the Will save and HD limit interact. At level 1 you end up fighting one enemy at the time while the rest sleep, resulting in your team taking almost no damage. It's absurdly powerful. At level 2 it's already weaker, but will still incapacitate 2-3 enemies while their friends are slaughtered. If this level of control over the enemy doesn't make you feel large and in charge I don't know what will.

At levels 3-4 you should prepare Grease and Web instead of Sleep. Maybe prepare one Sleep if you encounter a 4 HD brute with a bad Will save. Mostly though you should be planting a Grease/Web under the bulk of the enemy at the start of every combat, and have your beatsticks prod anyone (un)lucky enough to exit your control spell with sharp sticks. Enlarge your favorite beatstick, get out your foldable lawn chair and have sip of water while they mop up. Don't forget to congratulate them on their damage dealt (beatsticks love being congratulated on their damage dealt).

Color spray may seem like a good spell, but its range and Target: All makes it almost useless. You don't want to be (a) that near the enemy or (b) in front of your beatsticks.

Also, importantly, you have to have a good initiative. Take Improved Initiative, get a Hummingbird familiar (if it exists in Pathfinder) and buy some items that increase Dexterity and Initiative specifically. The best opportunity to cast BFC spells is always the first turn.

On level 5 you get Haste, which you should cast on the second turn of almost every combat, and a new alternative for a BFC spell (Sticking Cloud). At lvl. 7 and up you really shouldn't need any help to be a god. Just always prepare a safe damage spell to have on backup to save a beatstick's ass, prepare plenty of control spells of every level, get personal protection spells (Stoneskin/Mirror Image/Mind Blank/etc.) and buff with Haste (Haste is good even at lvl. 20).

Snowbluff
2014-12-04, 12:59 PM
Seconded.

I'd also take Flurry of Snowballs over Scorching Ray - same range and damage, but one is single-target with SR and the other is a cone with no SR.It's an interesting choice. Of course, I am dissatisfied with the lack of scaling. It should scale. Someone buff this spells.

Also, where is the Snowbluff spell?

the clumsy bard
2014-12-04, 12:59 PM
Of note for those replying the poster is using the arcanist (http://www.d20pfsrd.com/classes/hybrid-classes/arcanist) class from pathfinder.

It has the same spell level progression as the sorcerer.

Therefore will not have access to level 2 spells until the 4th level, 3rd level spells until 6th level, etc...

Normally an arcanist should have higher caster levels or better DCs

Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

I am wondering what arcanist exploits, or rather exploit the poster chose.

If you chose potent magic then you could be boosting the caster level or the DC by 2 instead for a point from your arcanist reservoir, which at early levels spells doom for most save or suck spells.

Apply sleep liberally if you have it and color spray as previously mentioned should be able to end at least one bad guys day with the DCs you should have.

Even if you choose to go with some damage spells you could be boosting the caster level by at least 1 which at level 2 would give you a burning hands of 3d4, a shocking grasp of 3d8, 2 magic missiles instead of 1, ear-piercing scream for 2d6 sonic and possible daze effect etc...

If you find you are missing more you could also be tripping people with the magic missiles if you took the magical lineage trait combined with magic missile to be applying the metamagic feat toppling spell.

That or as previsouly mentioned snowball with the extra benefits of the arcanist reservoir should be pretty darn handy as well.

Kurald Galain
2014-12-04, 01:17 PM
Also, where is the Snowbluff spell?

Here (http://www.d20pfsrd.com/magic/all-spells/s/shadow-conjuration). You get to bluff your enemies into believing there's actually a snowball.

Snowbluff
2014-12-04, 01:39 PM
Here (http://www.d20pfsrd.com/magic/all-spells/s/shadow-conjuration). You get to bluff your enemies into believing there's actually a snowball.

Clever girl... :smallcool::smalltongue:

arkangel111
2014-12-04, 05:54 PM
Here is the build, keep in mind it is PFS so there is no changing anything, except purchasing spells.

Kitsune
Feat: Realistic likeness (for some good infiltration, though most times it is "beyond the scope of this module")
Stats:
Str: 10
Dex:16
Con: 13
Int: 18
Wis: 10
Cha: 16

Exploit: Potent magic (I wrote a guide and there truly is nothing better to take at first level)

Traits: Reactionary, Extremely fashionable (Bluff)

Spells (and why they aren't as good as you may think):

0-levels are crap so just skipping them.
Charm person (great in theory, until you realize it takes an opposed cha check to make them do anything. I have a decent cha but it amounts to maybe a +2 over them meaning its not reliable, so most times they end up leaving me be but still attacking my allies, making it a wasted spell since he likely couldn't attack me either way.)
Colorspray (its nice, but usually end up only getting 1 creature and leaving myself close and vulnerable, which in turn takes me out of combat (12Hp is instant death by fighter types))
Enlarge person (most DM's avoid the extra AoO range the same way most PC's avoid the extra range, making the fighter easier to hit (-2 AC) and only giving him 2-4 extra damage)
Sleep (one of the spells I consider keeping handy, but again its got a small area it affects so I am lucky if I can nab 2 of them AND have both fail their saves)
Ray of enfeeblement (its got a nice effect against 1 BBEG but ultimately worthless vs minion combat. I often reduce the damage only to have it killed before it can even attack again, meaning I did nothing)
Obscuring mist (Its main effect is to cutoff line of sight, but that works for the bad guys benefit just as much as the allies. Now my archer friends can't hit the bad guys, and my BSF can't charge.)

Other spells on my list are self buffs
mage armor (I try not to get close enough to get hit anyways meaning this is often wasted)
Vanish (now I really am not a part of the fight)
Forced Quiet ( I nabbed cause BSF's are usually loud and making stealthing worthless, but its too situational to be one of my two spells right now)

and lastly:
magic missile - it's really my only damaging spell right now but its damage is not worth it IMHO

Now keep in mind I can only prep 2 spells currently. I do have a Pearl of power 1 but most times I just cast a spell so I can feel like I at least had an action so it gets used even if I don't really need to be in the party at all.

Don't get me wrong I like this character, I am just underwhelmed by his performance. I know the early levels are the lamest, which is why I asked when exactly do I become T1. many of you are probably gonna say that the debuffs are great ways to spend your actions BUT at these early levels giving a fighter buffs or enemies debuffs are ultimately worthless, here is why.

Early levels are very "swingy", meaning EVERYTHING is about that D20 roll before you even consider modifiers. My case: Most combats when the fighter misses its by 5-7, giving him +2 still means he misses, (yes it does have an effect occasionally but those are rare) giving the fighter +2 damage when he rolls a 1-2 still means the enemy is likely standing, also when the fighter hits it is because he rolled a 15+ meaning he likely didn't even consider your buff before the DM declares it a hit. Therefore, If he misses or makes it and my buff/debuff had no effect I have wasted a turn, putting us behind in the action economy.

I have played in higher level games, and I know later on that every +1 matters in the later levels, but in these early levels I am convinced buffing and debuffing is pointless. If there is something I am missing point it out, but I am asking how long until I become actually relevant to the party? Its my first pure caster character and I am very underwhelmed by his performance, I thought T1's were supposed to be always relevant but I have seen samurai's be preferred to low level caster's, and honestly I can't say they are wrong to do this.

So... Just once I want to whip out this character and have the other's say OMGWTFBBQPWNSAUCE!!! and then I can go back to staying in the shadow's, knowing with all certainty that when the time comes and they need me I can be there. Yes, I want to show up the monk, the BSF and the rogue with a class that should by all rights be able to "one-up" every other class if desired.

Ssalarn
2014-12-04, 06:08 PM
There's no reason to "wait on enemies to group up." Just because color spray is a cone doesn't mean you have to save it until you can hit more than one guy. Taking one target out of a combat is helpful too.

Since you're at such low levels, Daze is a decent attack too.

This is pretty close to what I was going to say. A low level arcanist should at least be spamming debuff cantrips (if nothing else). With their arcane exploits, they usually feel even more dynamic than other casters, so I'm trying to drill down to your issues; what cantrips, 1st level spells, and exploits do you know?

Also, Society play is a very different game; a lot of the things that work or are standard tactics for casters in some games either aren't legal or are fiat nerfed in PFS, so that's potentially problematic. Add to that the fact that various faction missions might undermine your strategy (nothing like coming up with a great plan that lets you sneak past, trap, or otherwise resolve numerous encounters non-lethally only to have one of the party members blow it all to hell because their faction quest is "eliminate all witnesses" or something like that). Crafting is also out of the picture (really anything outside of character build choices that involves long-term planning is out of the picture) so that impacts your options too. PFS is like a giant set of railroad tracks; while you might put them together in a different order than somebody else, it's still a railroad and there's really only two places you're going to end up - dead, or level-capped.

**EDIT**
I see you listed your 1st level spells; what are/is your exploit(s)? Also, while your cantrips may not be game-changers, little things like dazing the right enemy can lead to you getting better returns on your AoE spells. Also, remember that Tier measures options, not power. The Barbarian will probably always be able to deal more single-target damage per round than you, it's all the other things you do that make you a higher tier.

Kurald Galain
2014-12-04, 07:42 PM
a lot of the things that work or are standard tactics for casters in some games either aren't legal or are fiat nerfed in PFS,
Such as what, exactly?


nothing like coming up with a great plan that lets you sneak past, trap, or otherwise resolve numerous encounters non-lethally only to have one of the party members blow it all to hell because their faction quest is "eliminate all witnesses" or something like that
This isn't Paranoia, though; you're allowed to discuss your mission with the rest of your team.

Raphite1
2014-12-04, 08:26 PM
Sleep (one of the spells I consider keeping handy, but again its got a small area it affects so I am lucky if I can nab 2 of them AND have both fail their saves)


If you manage to land it on even just a single enemy, you've effectively done damage equal to that opponent's hit point total. You used one round to eliminate one enemy, which is as good as what any of your teammates can hope for even in the best of circumstances. And that's just your contribution in combat... in the rest of the game, you can do all kinds of things that they simply cannot.

Ssalarn
2014-12-04, 09:22 PM
This isn't Paranoia, though; you're allowed to discuss your mission with the rest of your team.

Except it kind of is; I've played in more than one scenario where the faction missions were either directly at odds, or where completion of one makes the other(s) much more difficult.

As to the tactics that don't work: read the allowed materials. Notice how many things aren't on that list. Now look at the fact that all crafting and anything normally done during down time is pretty much out. Tier 1 gets to be Tier 1 specifically because of the class' ability to prepare.

Kurald Galain
2014-12-05, 07:01 AM
As to the tactics that don't work: read the allowed materials. Notice how many things aren't on that list. Now look at the fact that all crafting and anything normally done during down time is pretty much out.

I'm really not seeing your point here. The list of allowed materials is "pretty much everything from Paizo", except for crafting and a few obviously-evil archetypes. Now crafting is not a tactic (it may be a useful option in some home campaigns, but it has nothing to do with tactics) and "obvious evilness" is not a tactic either. Nor does the list contain any of the "fiat nerfs" you refer to. So unless your point is that there are zero common tactics that are disallowed in PFS, you really should clarify what you do mean.

Ssalarn
2014-12-05, 12:08 PM
I'm really not seeing your point here. The list of allowed materials is "pretty much everything from Paizo", except for crafting and a few obviously-evil archetypes. Now crafting is not a tactic (it may be a useful option in some home campaigns, but it has nothing to do with tactics) and "obvious evilness" is not a tactic either. Nor does the list contain any of the "fiat nerfs" you refer to. So unless your point is that there are zero common tactics that are disallowed in PFS, you really should clarify what you do mean.

Okay, now I think you're being intentionally facetious. There are huge swaths of archetypes, spells, feats, and practically entire splat books that are banned. PFS also caps at level 12, unless you happen to be running a select few options, which means that most classes won't reach that "Tier shift" level where the things that make Tier 1 & 2 classes so superior to the Tier 3's. If you really think that "pretty much everything from Paizo" is allowed, you've either never played PFS or your group just ignores the allowed sources list and never plays in the latter half of the game anyways.

To the point though, the bulk of the strength of a Tier 1 class, the thing that makes it by definition Tier 1, is being able to prepare a solution to any problem given enough time. In PFS, you don't get to use your down time, and very few of the scenarios allow you any prep time in adventure. It's not that many common tactics are "disallowed" it's that they're flat out freaking impossible in that fiat environment. You don't get to craft and/or stockpile scrolls and wands, you don't get to capitalize on unlimited or permanent duration spells that you can normally prep and carry around (like explosive runes), you don't get actual use of the safe havens you establish (bars, inns, wizard's towers, etc.). You don't get to do most of the things that make the difference between Tier 1 and Tier 2, to the point that there is functionally no difference between being a Tier 1 and Tier 2 class. Add to that the fact that you generally have variation in character levels in a given party that can swing the APL to a point where a new caster may routinely find themselves playing in scenarios geared for characters a couple levels higher, and the probablities for success with save-based spells dip sharply.

Basically, the Tier system is not particularly useful for gauging the impact a character can have in a PFS environment, where the construction of the scenarios, the allowed resources, the limitations on out-of-dungeon time and what you can do with it, and other factors can have big influences on what you can do and how well you can do it. The environment is structured in such a way that it puts more pressure on prepared casters while smoothing the roads for beatsticks, making the OP's experience ("WTH? I made a 'wizard' and he's the worst member of the group despite following the proven guidelines") fairly common in PFS.

Kurald Galain
2014-12-05, 12:23 PM
There are huge swaths of archetypes, spells, feats, and practically entire splat books that are banned.
Looking over the PFS resources list shows that your statement is wildly and utterly inaccurate.

At any rate, it's not that "PFS rules prevent tier-1 casters from dominating the game" but "playing at low level prevents tier-1 casters from dominating the game". Shockingly, the vast majority of options that make wizards/sorcs/arcanists so extremely powerful aren't available yet at level two.

Nevertheless, casting e.g. Color Spray two or three times per day is a useful way of contributing to the party. But you'd better have a beatstick ready in case the enemy makes his save.

Ssalarn
2014-12-05, 12:58 PM
Looking over the PFS resources list shows that your statement is wildly and utterly inaccurate.


I don't think that word means what you think it means. Aside from the fact that 40% of the game is barred right from the get-go, a quick look at the additional resources page shows:

1/2 of the very first Campaign setting book on the list (Chronicles of the Righteous) is banned, none of the traits from the Dragon Empire Gazetteer are legal (though the did finally lift the ban on those races, which just happened), nearly every Campaign Setting listed has at least some material redacted; then we get to the player companions and right off the bat 1/2 of the new mechanics in the first book listed aren't legal for play, most of the Alchemy Manual isn't legal, much of the Animal Archive is heavily fiated, everything halfway decent from Bastards of Golarion is disallowed, Blood of Angels requires a rare Chronicle sheet just so you can use... less than half of the book... Notice that I'm only on the B's in the Player Companions.

Maybe you just looked at the titles of the books and thought "Gee, that's a lot of titles"? Because the only thing wildly inaccurate is your own assertion.

Loxagn
2014-12-05, 01:41 PM
There is a very simple way of showing up a Monk.

Obtain a cohort cleric. Bonus points for being a Cloistered Cleric. Bookish, nerdy type.

Give him the following:

1. Monk's Belt.
2. Feather Fall Ring.
3. Item or Domain that grants Haste or some form of extra attack.
4. Bonus points: race that grants spell resistance.
5. Divine Power.

Congratulations. You have a wise, learned man from a monastery who is empowered in the ways of the fist through a mystic connection to his faith. You have duplicated every single meaningful class feature the Monk has (and done him one better, in most cases). He also has full casting to fall back on when 'hitting things with his face' is no longer the best solution to his problems.

Alternatively, play an Unarmed Swordsage, which is basically 'Monk, but better'.

Extra Anchovies
2014-12-05, 01:45 PM
There is a very simple way of showing up a Monk.

Obtain a cohort cleric. Bonus points for being a Cloistered Cleric. Bookish, nerdy type.

Give him the following:

1. Monk's Belt.
2. Feather Fall Ring.
3. Item or Domain that grants Haste or some form of extra attack.
4. Bonus points: race that grants spell resistance.
5. Divine Power.

Congratulations. You have a wise, learned man from a monastery who is empowered in the ways of the fist through a mystic connection to his faith. You have duplicated every single meaningful class feature the Monk has (and done him one better, in most cases). He also has full casting to fall back on when 'hitting things with his face' is no longer the best solution to his problems.

Alternatively, play an Unarmed Swordsage, which is basically 'Monk, but better'.

Note the Pathfinder tag. Also, the easiest way to be a better monk than the monk in Pathfinder is to be a Sacred Fist Warpriest.

Kurald Galain
2014-12-05, 01:51 PM
3. Item or Domain that grants Haste or some form of extra attack.
5. Divine Power.

The OP specified level two... I'm pretty sure 3rd and 4th level spells are not available yet.

Loxagn
2014-12-05, 01:55 PM
Ah. Did not see Pathfinder. But still, it's... really disappointingly easy to show up a monk. Even at the things a monk is supposed to be good at. At very nearly any level. The example I gave was fairly extreme, but the general point still stands.

Ssalarn
2014-12-05, 03:23 PM
Note the Pathfinder tag. Also, the easiest way to be a better monk than the monk in Pathfinder is to be a Sacred Fist Warpriest.



This is very true. I think there's a Paladin archetype from Inner Sea Combat for Paladin's of Irori that's also a better monk than the core monk.

That being said, the Tetori does a good job of emulating a judo-based monk, and the sensei lets you play the Master Kane style of monk very well.

Crazysaneman
2014-12-05, 11:31 PM
So the problem that you have is the same one that many on this board (and indeed amongst my players) suffer from. I call it tier stupidity.

The problem with assigning tiers to classes is that when you choose a class based on forum tier reviews and write-ups you are setting yourself up for failure. Tabletops are basically a war of attrition. Each side takes turns spending resources hoping for a positive outcome. As a conduit for magic the choices you make are going to decide the flow of combat.The problem is that you, as so many before you (myself included) see that as SUPERDAMAGEDEALTOMGRULETHEVERSE. While at high levels you can effectively (even if PFS) nuke the whales into oblivion, early on you are not hitting that damage marker with magic missile. No matter how OP MM is, you simply can't pour out damage with it easily. What you should be focusing on is removing enemies from the fight, even if only temporarily. For now, focus on debuffing the enemy and buffing teammates as needed.

So perusing your spell list, I see some of the greatest spells available for low level casters.
CHARM PERSON- Opposed CHA checks to do something it wouldn't normally do. Simply ask the target to do nothing. Everyone is lazy by default, use that to your advantage. As long as you and your allies do NOT attack the target all should be well. It says nothing about not killing the target's former allies.
COLOR SPRAY- At low levels blind/stun/unconscious effectively removes them from combat. A net win for you and your allies. In a cone. Good for one enemy, better for multiple. Blind creatures suck vs any kind of precision damage, move at half speed safely, and take a penalty to AC.
SLEEP- Effectively removes one or more enemies from the fight. Easy coups-de-grace. Even if you can only take out minions in a BBEG fight, this is worth the slot.
OBSCURING MIST- Effectively break line of sight and provide concealment to teammates. There are no words for the usefulness of this spell. Except perhaps keeping archers and casters in the dark for a few turns can turn the tide of battle in your favor quickly. Also great for flavor uses.
ENLARGE PERSON- Really, what's to be said? Amazing for the slot. Make your fighter hit like a truck, and get better reach to boot. Charging becomes easier (more squares threatened vs first available square) for a paltry penalty to AC. SIZE BONUSES!!!
MAGE ARMOR- Cast it on the monk and watch him tank like a boss (monk WIS to AC is untyped and should stack). Or on yourself on large teamfights.

You just need to dispel the notion that just because you are a T1 class you are god. That comes later. Stop casting anything for a few fights and see how the mundanes struggle without you.
For example, for a party of 4 at level 2 a decent fight against a common low level enemy (goblins for example) 2 hobgoblins and 4 melee and 4 ranged goblins.
They are going to have the action economy advantage from the start. So focus on removing them.
Obscuring mist can remove a few ranged or melee goblins from the fight for a round or two. Swinging the economy in your favor for those rounds.
Sleep removes them from combat all together. Say you hit 3 goblins and they all fail (spoiler, they will). You have effectively done 18HP in control "damage" that round.
Charm person turns one of the hobgobs friendly, and he politely decides to sit this one out. 12HP in control "damage" dealt.
Congratulations you are far more useful in 2 rounds of combat then the fighter, monk, and rogue combined. Pat yourself on the back, well done.

And that, kiddos is my 2 coppers.

Darcand
2014-12-06, 12:55 AM
Have you considered using a crossbow? It won't let you utterly destroy the enemy, but it does give you something to do other then delaying or wasting a spell. I have a PFS bard who carries a heavy crossbow named "Counterspell" and often she'll just use a readied action to fire it at the first enemy she sees casting.

I also noticed that you didn't mention your 0 level spells. Have you read Daze? It's a 0 level spell that causes a humanoid target of 4hd or less to Will Save or lose it's next action at a range of 25'+5/2 levels. Once affected by it the target is immune for 10 rounds, but it can be spammed at the same target until it takes effect, or used rotationally on multiple targets to constantly keep one enemy out of combat.

Between those two options you can disrupt either the frontline heavies, or back row soft enemies without using any real resources and feel like you are contributing until you level up enough to WTFPWN entire encounters on your own.